Program, game control method, game device and game system

JP2025164829A5Pending Publication Date: 2026-03-16KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-20
Publication Date
2026-03-16

AI Technical Summary

Technical Problem

Existing games fail to effectively enhance entertainment value by allowing players to vary character parameters according to their intended policies, leading to a potential decrease in game appeal when parameters are easily manipulated.

Method used

A game control program that allows players to manually or automatically allocate accumulated points to character items, adjusting parameters based on user selection or predetermined rules, while maintaining allocated points.

Benefits of technology

Enhances game entertainment value by providing flexible parameter adjustment options, catering to both beginner and experienced players, thus improving gameplay appeal.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve taste of a game.SOLUTION: A game including to vary parameters of a plurality of items associated with a character, is configured to selectively execute manual allocation processing and automatic allocation processing, the manual allocation processing of allocating accumulation points acquired and accumulated according to progress of the game, to an item that a user arbitrarily selected out of the plurality of items of the character to vary a parameter of the item, and the automatic allocation processing of allocating the accumulated points to an item selected according a prescribed rule, out of the plurality of items of the character, to vary a parameter of the item. While retaining the state where the accumulation points are allocated to the item by any one allocation processing of the manual allocation processing and automatic allocation processing, it is configured to execute the other allocation processing.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

[0001] The present invention relates to a program, a game control method, a game device, and a game system. [Background technology]

[0002] For example, in a game in which a player develops a character, parameters of a plurality of items associated with the character are changed as the game progresses (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 9-140938 Summary of the Invention [Problem to be solved by the invention]

[0004] In this type of game, the appeal of the game can be improved by varying the parameters of multiple items associated with a character to reflect the user's intended policy. On the other hand, if parameters can be easily varied, for example, when a beginner player of the game changes parameters or when the player wants to quickly develop a character, the appeal of the game can be improved.

[0005] The present invention has been made in consideration of the above-mentioned problems, and has as its object to improve the entertainment value of games. [Means for solving the problem]

[0006] The program of the present invention is a program for controlling a game that includes varying the parameters of multiple items associated with a character, and causes a computer to execute an accumulation process that accumulates points earned as the game progresses as accumulated points, and an allocation process that varies the parameters of the corresponding item by allocating the accumulated points to one of the character's multiple items, wherein the allocation process can selectively be executed as either a manual allocation process that allocates the accumulated points to an item arbitrarily selected by the user from the character's multiple items, thereby varying the parameters of the item, or an automatic allocation process that allocates the accumulated points to an item selected from the character's multiple items according to predetermined rules, thereby varying the parameters of the item, and is characterized in that the program can execute either the manual allocation process or the automatic allocation process while maintaining the accumulated points allocated to items by the other allocation process. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 10 is a diagram showing an example of an event deck display screen. [Figure 2] FIG. 10 is a diagram showing an example of an ability list screen when the main character is a pitcher. [Figure 3] FIG. 10 is a diagram showing an example of an ability list screen when the main character is a pitcher. [Figure 4] FIG. 10 is a diagram illustrating an example of a main screen. [Figure 5] FIG. 10 is a diagram showing an example of a practice screen when practice is selected. [Figure 6] FIG. 10 is a diagram showing an example of a setting screen for increasing the ability value of a basic ability. [Figure 7] FIG. 10 is a diagram showing an example of a setting screen for increasing the ability value of a basic ability. [Figure 8] FIG. 10 is a diagram showing an example of a setting screen for acquiring special abilities. [Figure 9] FIG. 1 is a diagram illustrating an example of the overall configuration of a game system. [Figure 10] FIG. 2 is a diagram illustrating an example of a functional configuration of the game device. [Figure 11] 10 is a flowchart illustrating an example of processing executed by the game device. [Figure 12] 10 is a flowchart illustrating an example of an automatic allocation process. [Figure 13] FIG. 10 is a diagram showing an example of a confirmation screen for confirming that automatic allocation is to be performed. [Figure 14] FIG. 10 is a diagram showing an example of a screen for allowing a user to specify an allocation policy. [Figure 15] FIG. 10 is a diagram showing an example of a screen for notifying the results of experience point allocation by automatic allocation processing. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings. [1. Game Description] Below, an outline of a game suitable for applying the present invention will be described. The outline of the game will be explained using a screen displayed on a liquid crystal display panel equipped with a touch panel on a game device described later, with reference to Figures 1 to 8.

[0009] The game of this embodiment is mainly a baseball game, and has a training part in which characters are trained, and a competition part in which the characters trained in the training part are used to play against other teams. In this embodiment, pitchers or fielders (including catchers) are trained in the training part, and in the competition part, a baseball team including the pitchers and fielders trained in the training part plays a game against another team.

[0010] The development part will be described in detail below. In the development part, the main character to be developed belongs to a high school baseball team, and through practice and events, the main character is developed as a pitcher or fielder. Note that in this embodiment, multiple scenarios are prepared for the development part, and the high school to which the main character will attend varies depending on the scenario. A scenario is a game story that unfolds as the game progresses. In the game of this embodiment, the high school to which the main character will attend is determined by the user selecting one of the scenarios.

[0011] When a scenario is selected, the user first determines basic information about the main character. This basic information includes the main character's name, the main character's position, the main character's dominant hand, the main character's batting style, and, if the main character is a pitcher, the main character's pitching style. The main character's position can be selected from pitcher, catcher, first baseman, second baseman, third baseman, shortstop, and outfielder. Positions other than pitcher will be described below as fielders. The main character's dominant hand can be selected as either a right-handed or left-handed pitcher, and can also be selected as a right-handed batter, left-handed batter, or switch hitter. The main character's batting style can be selected from multiple options, such as standard or open stance. The pitching style can be selected from multiple options, such as overhand, three-quarter, sidearm, and underhand. When determining the main character's basic information, preset basic information can be initially displayed on the screen, and the user can change the basic information.

[0012] Once the main character's basic information has been determined, the event deck is then set up. The event deck is a deck for setting up event characters who will be teammates with the main character and practice together at the high school the main character will attend. An event character is a character that affects the main character's development (has a beneficial effect on the user) when an event occurs during the main character's development process, and the user selects an event character to set in the event deck from among the event characters they own. Event characters can be acquired as a winning reward in battle mode or by lottery. Furthermore, before starting a scenario in the development part, the user can increase the level of the event character in advance. The higher the level of the event character, the higher the increase in the main character's abilities through practice and the main character's initial evaluation, allowing the user to progress through the scenario more advantageously.

[0013] FIG. 1 shows an example of the display screen G100 of an event deck. When setting up an event deck, the display screen G100 shown in FIG. 1 is displayed. The deck name is displayed in the display area A110. The user can pre-register the combination of event characters in the event deck before starting the scenario in the training part. The change button B1101 is a button for changing the deck name.

[0014] The selected event character is displayed in display area A112. A maximum of six event characters can be set in the event deck. Event characters are selected from the event characters owned by the user, but some event characters owned by other users can also be selected. For example, depending on the type of scenario, the user may not own the event characters necessary to progress through that scenario advantageously. Even in such a case, if the user can select an event character owned by another user, the user can progress through that scenario advantageously and enjoy the game in that scenario.

[0015] Display area A111 displays the rarity of each event character. Rarity indicates how difficult it is to obtain, and there are six types of rarity: "Normal (N)," "Powerful Normal (PN)," "Rare (R)," "Powerful Rare (PR)," "Super Rare (SR)," and "Powerful Super Rare (PSR)." The rarity increases in the order of N, PN, R, PR, SR, and PSR, and the higher the rarity, the greater the benefit when developing the main character, such as when an event occurs. In addition, display area A113 displays the level of the event character.

[0016] In addition, each event character may be associated with a favorite practice, and if certain conditions are met, the main character can gain a lot of experience points by practicing with the event character in the event character's favorite practice.

[0017] Display area A114 displays a list of the event character's favorite practices, and the practice types are "batting," "muscle strength," "base running," "arm strength," "pitch speed," "control," "stamina," "curve ball," "defense," and "mentality." When an event character is set in the event deck, the number of event characters with favorite practices is displayed in display area A115. In the example shown in FIG. 1, one event character is set as a favorite practice for batting, two event characters are set as a favorite practice for strength, one event character is set as a favorite practice for base running, one event character is set as a favorite practice for arm strength, and one event character is set as a favorite practice for mental strength. Note that an event character may have more than one favorite practice, and if an event character with more than two favorite practices is set in the event deck, the total number displayed in display area A115 will be correspondingly larger.

[0018] Once the event characters have been set in the event deck as described above, the next step is to select game items. Game items can be acquired as rewards for winning in battle mode or by lottery, and users can use up to two game items in the training portion. Types of game items include items for increasing the event occurrence rate, items for restoring stamina, and items for reducing the incidence of injury. In this embodiment, game items include automatic allocation permission items that enable the automatic allocation process of experience points, which will be described later.

[0019] Once the selection of game items has been completed as described above, the scenario begins. Before explaining the contents of the scenario, the abilities of the main character to be trained will be explained. Figure 2 shows an example of an ability list screen G200 when the main character is trained as a fielder. The main character is displayed in the display area A210. The appearance of the main character is determined when determining the main character's basic information, but can be changed after the main character is trained.

[0020] The display area A211 displays the name of the main character. The name of the main character is determined when determining the main character's basic information, but can be changed after the main character is trained. The display area A212 displays the number of the main character's position. If the position is catcher, the number 2 is displayed, if it is first baseman, 3 if it is second baseman, 4 if it is third baseman, 6 if it is shortstop, 7 if it is left field, 8 if it is center field, and 9 if it is right field.

[0021] Display area A213 displays the batting form and dominant hand of the main character, which are determined when determining the main character's basic information. Display area A214 displays the main character's position, which is determined when determining the main character's basic information. It is also possible to train the main character to be able to play defense in multiple positions, in which case multiple positions can be displayed.

[0022] The display areas A215 to A221 display the basic abilities of a fielder. The basic abilities displayed in the display areas A216 to A221 are displayed in eight levels of evaluation rank: S, A, B, C, D, E, F, and G, with an ability value of 90 or higher being S, 80 to 89 being A, 70 to 79 being B, 60 to 69 being C, 50 to 59 being D, 40 to 49 being E, 20 to 39 being F, and 19 or less being G.

[0023] Display area A215 displays information about the basic ability "Trajectory," with an evaluation rank expressed as a number from 1 to 4. The higher the number, the higher the ball's trajectory when batting, and the more likely it is to hit a home run. Display area A216 displays information about the basic ability "Meet," and the higher the "Meet" ability, the easier it is to make contact with the ball and hit a home run. Display area A217 displays information about the basic ability "Power," and the higher the "Power" ability, the more likely it is to hit a long hit. Display area A218 displays information about the basic ability "Running Ability," and the higher the "Running Ability" ability, the faster the base running will be and the more likely it is to hit an infield hit. Display area A219 displays information about the basic ability "Arm Strength," and the higher the "Arm Strength" ability, the faster the ball can be thrown defensively. Display area A220 displays information about the basic ability "Defense Ability," and the higher the "Defense Ability" ability, the wider the defensive range will be. Display area A221 displays information about the basic ability "catching," and the higher the "catching" ability, the easier it is to catch the ball well defensively and the less likely an error will occur.

[0024] Display area A222 displays notation A2221 indicating that the ability is a fielder's ability, and a list of names A2222 of the special abilities possessed by the main character. In the example shown in Fig. 2, the main character possesses five types of special abilities: "infield hit," "pinch hit," "inside hit," "throw," and "stable form." In other words, the main character is prone to infield hits, his ability value increases when he appears as a pinch hitter, he excels at "inside hit" when batting, he has an accurate throwing direction when fielding, and he is in stable form.

[0025] Figure 3 shows an example of an ability list screen G200 when the main character is trained as a pitcher. Note that explanations of content that overlaps with the case of a fielder shown in Figure 2 will be omitted. In the case of a pitcher, the display area A212 displays "1," which is the position number of the main character.

[0026] The pitching form and dominant hand of the main character are displayed in the display area A310 and are determined when determining the main character's basic information. The "pitcher" is displayed in the display area A311.

[0027] Display areas A312 to A314 display the pitcher's basic abilities. Display area A312 displays information about the basic ability "pitch speed," showing the maximum speed of a fastball. Similarly to fielders, the basic abilities displayed in display areas A313 and A314 are displayed using eight levels of evaluation: S, A, B, C, D, E, F, and G. An ability score of 90 or higher is S, 80-89 is A, 70-79 is B, 60-69 is C, 50-59 is D, 40-49 is E, 20-39 is F, and 19 or lower is G.

[0028] Display area A313 displays information about the basic ability "control," and the higher the "control" ability, the less likely a pitcher will throw a bad pitch and the easier it will be to pitch the ball to the intended course. Display area A314 displays information about the basic ability "stamina," and the higher the "stamina" ability, the less likely a pitcher will get tired and the less likely their ability will decline in the latter half of a game.

[0029] The display area A315 displays the types and speed of curveballs that the main character has mastered. In the example shown in Figure 3, the main character can throw a "slider" and a "forkball" in addition to a straight ball, and the speed of curveballs that he throws is medium.

[0030] Display area A316 displays notation A3161 indicating pitcher abilities and a list of names A3162 of special abilities possessed by the main character. In the example shown in Fig. 3, the main character possesses four types of special abilities: "heavy ball," "strikeout," "tenacity," and "toughness." In other words, the main character can throw a heavy ball, making it easier to strike out batters, can continue pitching with tenacity even when tired, and is less likely to get upset even when a hit is made.

[0031] Next, the details of the scenario content will be explained. As mentioned above, multiple scenarios are available in the training part, but here we will explain the content common to these scenarios. Each scenario consists of four sections, with sections 1 to 3 each consisting of 12 turns, and only section 4 consisting of 15 turns. The user can select practice content for each turn and let the main character rest. Note that since high school baseball preliminaries and high school baseball games at Koshien are included midway through section 4, if the player is defeated and eliminated from the game, section 4 will be forced to end. Also, there may be matches that occur outside section 4 (section 3), or there may be matches in which the section (training part) does not end even if the player is defeated.

[0032] In each turn of each section, multiple teammates appear in addition to the main character, and have a significant impact on the main character's development. Teammates include event characters set in the event deck, event characters that are predetermined for that scenario, and other default characters (non-event characters). Note that the same characters as the event characters that are predetermined for that scenario can also be set in the event deck.

[0033] Furthermore, morning and afternoon events may occur with one turn in between, and the events that occur include scenario-specific scenario events, event character events featuring event characters set in the event deck, and event character events featuring event characters that are predetermined for the scenario. In scenario-specific scenario events, event characters that are predetermined for the scenario mainly appear. Whether an event occurs in the morning or afternoon is predetermined based on the content of the scenario event and the event characters, and the occurrence condition for each event is that it occurs if the event occurrence lottery is won. When these events occur, the main character is given a training effect that corresponds to the event that occurred.

[0034] FIG. 4 shows an example of a main screen G400 for each turn. Display area A401 displays the current section and current turn (the number of turns remaining in the current section). Display area A402 displays the main character's school year, month, and week for the current section and turn. Display area A414 displays an icon indicating the main character's motivation parameter. The type of icon changes in multiple stages depending on the main character's motivation parameter, and changes as events occur. In addition, operating the menu button B403 displays a menu screen, allowing the user to check settings or pause the scenario.

[0035] Display area A404 displays the main character's current stamina gauge; if you choose to practice that turn, the stamina gauge will decrease; if you take a rest or go on a date, the stamina gauge will increase. Display area 405 displays the main character's name and the current evaluation rank of his basic abilities. In the example shown in FIG. 4, the main character is trained as a fielder, so the current evaluation ranks of the above-mentioned "trajectory," "batting," "power," "running ability," "arm strength," and "defensive ability" are displayed. If the main character is trained as a pitcher, "pitch speed," "control," "stamina," and "type and amount of changeup" are displayed.

[0036] In each turn, the user can select what to do in that turn from multiple options P407, P408, P411 to P413. If option P410 "Improve Ability" is selected, the turn will not be consumed. Also, the content of option P409 varies depending on the type of scenario, and some options consume a turn and some do not. Next, the content of each option will be explained.

[0037] If the "Rest" option P407 is selected, the player will not practice that turn, but will instead rest and recover their stamina. The amount of stamina recovered is determined by lottery. If the "Practice" option P408 is selected, the screen will transition to a practice screen G500 in FIG. 5, which will be described later, where the user can select one of several types of practice content. Details of the practice content will be described later. The option P409 is a scenario-specific option, and the content will vary depending on the selected scenario.

[0038] When the "ability improvement" option P410 is selected, the abilities of the main character can be improved. In other words, if you want to increase the ability value of the main character's basic abilities or acquire a special ability, select this option P410 to improve the main character's abilities. As will be described in detail later, it is possible to increase the ability value of the basic abilities or acquire a special ability by consuming the experience points that the main character has acquired and accumulated as the game progresses, such as through practice and events.

[0039] When the "Visit the Hospital" option P411 is selected, the main character's illness will be cured with a predetermined probability. When the "Play" option P412 is selected, the main character's physical strength will be restored and the main character's motivation parameter will be increased by one level with a high probability. When the "Date" option P413 is selected, the main character's physical strength will be restored.

[0040] Next, a case where the "Practice" option P408 is selected on the main screen G400 shown in FIG. 4 will be described. When the "Practice" option P408 is selected, the screen transitions to the practice screen G500 shown in FIG. 5. FIG. 5 shows an example of the practice screen G500. Note that the example shown in FIG. 5 shows a screen in which the "Strength" exercise is provisionally selected by the arrow P510. The display area A501 displays the remaining experience points acquired and accumulated by the main character as the game progresses. Experience points are points consumed to improve the abilities of the main character. There are five types of experience points: "Strength," "Agility," "Technique," "Curveball," and "Spirit." The type and value of experience points acquired vary depending on the exercise. As shown in FIG. 5, when "Strength" exercise is selected, both "Strength" experience points and "Spirit" experience points are acquired. The display area A502 displays the amount of experience points gained when the exercise is selected, allowing the user to select the exercise while referring to the amount of experience points gained.

[0041] Display area A505 displays the teammates who will participate in the practice. Teammates include the aforementioned scenario-specific, predefined event characters, event characters set in the event deck, other default characters, and teammates randomly selected by scouts and managers. The more teammates who participate, the more experience points you will gain. Display area A506 displays the teammates' names and their evaluation scores for the main character as a gauge. The main character's evaluation score can be increased by events involving that teammate or by practicing with that teammate. The higher the main character's evaluation score, the more likely you are to acquire tips on special abilities and the greater the increase in experience points. Note that acquiring tips on special abilities reduces the experience points required to acquire that special ability.

[0042] The display area A507 displays the favorite practice associated with that teammate. If the ultimately selected practice matches the favorite practice, the protagonist will receive benefits that are advantageous to their development, such as gaining more experience points. Note that favorite practices are only displayed for event characters set in the event deck, and are not displayed for scenario-specific, predetermined event characters (excluding those set in the event deck) or other default characters. In addition, it is possible to practice with up to five teammates, and the teammate combinations corresponding to each practice (content) are drawn by lottery each turn.

[0043] Furthermore, if there is an event character among the teammates practicing together whose favorite practice matches the selected practice and whose evaluation of the main character is above a predetermined value, when that practice is selected, a special practice called special tag practice will be performed. When special tag practice is performed, more experience points can be earned than usual.

[0044] The display area A508 displays the injury rate when that practice is selected. The lower the current physical strength, the higher the injury rate. The user can refer to the injury rate and operate the back button B504 to return to the main screen G400 in FIG. 4 and select "rest" or another option. The higher the injury rate, the more likely the main character will be injured when practicing. If the main character is injured, they will not be able to gain experience points even if they practice.

[0045] The options P511 to P516 each allow a different practice to be selected, and the user can perform that practice by, for example, pressing one of the options P511 to P516 with a finger or the like. Before finally selecting one of the options P511 to P516, the user can slide the arrow P510 horizontally to check the amount of experience points gained by selecting each practice and the teammates who will practice with them. Furthermore, the options P511 to P516 display the level of each practice. Selecting the same practice multiple times increases the level, and the higher the practice level, the more experience points the user will gain.

[0046] When the "Strike" option P511 is selected, the experience points required to increase "Meat," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Strength," "Technique," and "Spirit," which are displayed in the display area A501. When the "Strength" option P512 is selected, experience points are obtained for "Strength" and "Spirit," which are displayed in the display area A501.

[0047] When the "base running" option P513 is selected, the experience points required to increase "running ability," one of the main character's basic abilities, are acquired. Specifically, experience points are acquired for "muscle strength" and "agility," which are displayed in the display area A501. When the "shoulder strength" option P514 is selected, the experience points required to increase "shoulder strength," one of the main character's basic abilities, are acquired. Specifically, experience points are acquired for "muscle strength," "agility," and "technique," which are displayed in the display area A501.

[0048] When the "Defense" option P515 is selected, the experience points required to increase "Defense," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Agility," "Technique," and "Spirit," which are displayed in the display area A501. When the "Mental" option P516 is selected, the main character's physical strength is restored and experience points are obtained for "Technique" and "Spirit," which are displayed in the display area A501.

[0049] The example shown in FIG. 5 is an example of training the main character as a fielder, and when training the main character as a pitcher, the practice options P511 to P516 are combinations of "pitch speed," "control," "stamina," "curveball," "defense," and "mentality." The types of experience points are the same as when training the main character as a fielder. Similarly, when training the main character as a pitcher, the types and values ​​of experience points gained vary depending on the practice. For example, when training "control," experience points for "technique" and experience points for "mentality" are gained.

[0050] When the "ball speed" option is selected, the experience points required to increase "ball speed," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "strength," "technique," and "spirit," which are displayed in display area A501. When the "control" option is selected, the experience points required to increase "control," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "technique" and "spirit," which are displayed in display area A501.

[0051] When the "Stamina" option is selected, the experience points required to increase "Stamina," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Strength" and "Spirit," which are displayed in display area A501. When the "Curveball" option is selected, the experience points required to increase the type and amount of change in "Curveball," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Technique," "Curveball," and "Spirit," which are displayed in display area A501.

[0052] When the "Defense" option is selected, experience points for "Agility," "Technique," and "Spirit" displayed in display area A501 are gained. When the "Mental" option is selected, the main character's physical strength is restored and experience points for "Technique" and "Spirit" displayed in display area A501 are gained.

[0053] Next, a description will be given of a case where the "Improve Ability" option P410 is selected on the main screen G400 shown in Fig. 4. When the "Improve Ability" option P410 is selected, the screen transitions to the settings screen G600 shown in Fig. 6.

[0054] FIG. 6 shows an example of a setting screen G600 for increasing the ability values ​​of the basic abilities of a main character who is trained as a fielder. FIG. 6 shows the setting screen G600 in its initial state when transitioning from the main screen G400. The initial state refers to a state in the scenario in which the improvement of the main character's abilities (increasing the ability values ​​of the basic abilities, acquiring special abilities) has been confirmed before the current time. Display area A601 displays the evaluation rank and ability value of each basic ability in the initial state. Display area A602 displays the evaluation rank and ability value of each basic ability with experience points allocated. Selection button B611 is a button for transitioning to a setting screen for increasing the ability values ​​of the basic abilities. The example in FIG. 6 shows a state in which selection button B611 has been operated. Note that, when selection button B612 is operated, transition is made to a setting screen G800 for acquiring special abilities, as shown in FIG. 8.

[0055] Display area A603 displays the currently accumulated experience points that have not been used for allocation. By allocating the experience points displayed in display area A603 to basic abilities or special abilities, the ability values ​​of the main character's basic abilities can be increased or special abilities can be acquired. Allocating experience points means associating the experience points required to increase the abilities that make up basic abilities and special abilities, either once or multiple times. Allocated experience points are treated as used and are subtracted from the experience points displayed in display area A603. "Used" means that experience points are temporarily consumed until the allocation is finalized, as described below. In this way, display area A603 displays the experience points that are currently available for use.

[0056] Display area A604 displays a list of basic abilities and the experience points required to increase the ability value of each basic ability by one. In this way, the experience points required to increase the ability value of each basic ability are determined by the type of experience points, allowing for a wide variety of ways to allocate experience points. Buttons B613 are displayed corresponding to each basic ability, and operating buttons B613 allows the user to use experience points to increase the ability value of the corresponding basic ability. For example, operating button B613 once in the initial state of FIG. 6 uses the experience points required to increase the ability value of "Meet" by one (1 for "Strength," 6 for "Technique," and 4 for "Spirit"), as shown in FIG. 7, increasing the ability value of "Meet" by one. The display in display areas A602 and A603 is updated to reflect this. The ability value of the corresponding basic ability can be increased in stages depending on the number of times button B613 is operated. In this way, by allocating experience points to basic abilities selected by the user on the setting screen G600, manual allocation processing for increasing the ability value of the selected basic ability is possible.

[0057] In display area A604, basic abilities whose ability values ​​cannot be increased because there are not enough experience points (currently available experience points) displayed in display area A603, or basic abilities whose ability values ​​have already reached their upper limit, are grayed out, indicating that experience points cannot be allocated to them. For example, in the initial state of Figure 6, there are not enough experience points for "agility" required to increase the ability value of the basic ability "running," so the basic ability "running" is grayed out.

[0058] Furthermore, by operating the "Auto" button B617, an automatic allocation process is executed. As will be described in detail later, in the automatic allocation process, experience points are allocated to selected basic abilities and special abilities according to predetermined rules, thereby increasing the ability values ​​of the basic abilities and acquiring special abilities. In this embodiment, the automatic allocation process can be executed when a certain condition is met: that is, the game items selected before the start of the scenario include an item that allows automatic allocation. By imposing restrictions on the execution of the automatic allocation process in this way, the fun of the game can be improved.

[0059] The allocation of experience points in this manner is not finalized until the Confirm button B618 is operated. In other words, until the Confirm button B618 is operated, the allocation is provisional, and the consumption of experience points is not finalized. For example, as shown in FIG. 7, buttons B614 are displayed corresponding to the basic abilities to which experience points have been allocated. By operating button B614, the allocation of experience points can be canceled and the used experience points can be returned to an unused state. This process is called a refund process. For example, in the state of FIG. 7, if button B614 for "Meat" is operated once, the experience points used to increase the ability value of "Meat" by 1 ("Strength" 1, "Technique" 6, and "Spirit" 4) become unused, and the ability value of "Meat" decreases by 1, and the displays in display areas A602 and A603 are updated to reflect this (in this case, the display will return to the initial state of FIG. 6). If the ability value of a basic ability has been increased in stages, the ability value of the corresponding basic ability can be decreased in stages by operating button B614 the number of times.

[0060] Furthermore, by operating the reset button B616, the allocation of experience points at that time can be canceled all at once, and the used experience points can be returned to an unused state, i.e., the initial state can be restored.

[0061] Also, by operating the back button B615, the selection of the "ability improvement" option P410 on the main screen G400 can be canceled and the screen can return to the main screen G400. If experience points have been allocated at the time the back button B615 is operated, the allocation of experience points at that time is canceled all at once, and the used experience points are returned to an unused state, i.e., the screen is returned to the initial state, and the screen returns to the main screen G400.

[0062] FIG. 8 shows an example of a setting screen G800 for acquiring special abilities for a main character who is trained as a fielder. The setting screen G800 basically has the same screen configuration as the setting screen G600 for increasing the ability values ​​of basic abilities, and explanations of content that overlaps with the setting screen G600 will be omitted. A list of special abilities is displayed in a display area A801, along with the experience points required to acquire each special ability. In this way, the experience points required to acquire each special ability are determined by type of experience point, allowing for a wide variety of ways to allocate experience points. In addition, all special abilities can be viewed by moving the scroll bar displayed in the display area A802. As with the setting screen G600, a button B613 is displayed corresponding to each special ability, and a button B614 is displayed corresponding to a special ability to which experience points have been allocated. The setting screen G800 also allows the user to manually allocate experience points to a special ability of their choice, thereby acquiring that special ability. Rebate processing is also possible. Also, in the same way as the setting screen G600, in the display area A801, special abilities that cannot be acquired because the experience points displayed in the display area A603 are insufficient, or special abilities that have already been acquired, are grayed out, for example, to indicate that experience points cannot be allocated to them.

[0063] The examples shown in Figures 6 to 8 show the case where the main character is trained as a fielder, but if he is trained as a pitcher, the basic abilities listed in display area A604 are replaced with "ball speed," "control," and "stamina." Furthermore, for "breaking balls," one of the basic abilities for training a pitcher, there is a separate setting screen for "pitch speed," "control," and "stamina." In addition to a selection button for basic abilities similar to selection button B611 shown in FIG. 6 and a selection button for special abilities similar to selection button B612, a selection button for setting the type and amount of change of a breaking ball is displayed, and when this selection button is selected, the type of breaking ball can be selected. As with other basic abilities, the experience points required to increase the change of a breaking ball by 1 are displayed, and experience points can be used to increase the change of a breaking ball.

[0064] [2. Game System Configuration] Next, an outline of a game system for realizing the game described above will be described. 9 is a diagram showing an example of the overall hardware configuration of the game system 1 according to this embodiment. In the game system 1 according to this embodiment, the server device 30 and the game device 10 are wirelessly connected via the network 20.

[0065] The game device 10 is a device for operating the above-described game, and may be, for example, a portable communication device such as a smartphone, a portable dedicated game device, a tablet, a stationary game device, etc. The game device 10 has a CPU 101, a ROM 102, a RAM 103, a communication unit 104, an operation unit 105, a display unit 106, and a storage device 107.

[0066] The CPU 101 reads out a control program stored in the ROM 102 into the RAM 103 and executes various processes. The ROM 102 stores a control program (such as an OS) required to operate the game device 10. A flash memory (NVRAM) may be used instead of the ROM 102. The RAM 103 is used as a temporary storage area such as the main memory and work area of ​​the CPU 101. The communication unit 104 performs communication processing with the server device 30 and other external devices via the network 20. The operation unit 105 accepts various operations by the user. Note that, if the display unit 106 is a liquid crystal display panel equipped with a touch panel, the touch panel serves as the operation unit 105. The display unit 106 displays various information such as the game screen described above. The storage device 107 mainly stores game programs related to the game and various data related to the game.

[0067] The functions and processing of game device 10 are realized by CPU 101 reading a program stored in ROM 102 or storage device 107 and executing this program. As another example, CPU 101 may read a program stored in a removable recording medium such as an SD card, rather than reading a program stored in ROM 102 or the like. The means for supplying the program to the computer may be a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. Hereinafter, game device 10 will be described as a smartphone having a liquid crystal display panel equipped with a touch panel.

[0068] The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication unit 304 , and a storage device 305 .

[0069] CPU 301 reads out control programs stored in ROM 302 and executes various processes. RAM 303 is used as a temporary storage area such as the main memory and work area of ​​CPU 301. Communication unit 304 performs communication processing with game device 10 and other external devices via network 20. Storage device 305 stores programs related to the game, identification information such as the ID of the user operating game device 10, and various other information for each user required for the game. Note that some of this information may be stored in a database (not shown) or the like.

[0070] FIG. 10 is a block diagram showing an example of the functional configuration of the game device 10. As shown in FIG. The game device 10 includes a storage device 107 and a game control unit 120. The storage device 107 stores a game program for executing the game, and further includes a data storage unit 1071 that stores various data necessary for game processing. The data storage unit 1071 stores event character data DT1, event deck data DT2, main character character data DT3, held item data DT4a, used item data DT4b, game situation data DT5, etc. The event character data DT1 and held item data DT4a are fixed data that do not depend on the game situation, while the event deck data DT2, main character character data DT3, used item data DT4b, and game situation data DT5 are data that are updated depending on the game situation.

[0071] The event character data DT1 consists of various information related to the event characters. The event character data DT1 includes information on the type of event character the user owns in the game, information on the special training associated with the event character, information on the level of the event character, information on the event of the event character, and other information related to the event character. The event character data DT1 also includes information on scenario-specific event characters and non-event characters that appear as teammates, and also includes information on scenario-specific and predetermined scenario events.

[0072] The event deck data DT2 includes various information related to the event deck, and includes reference information for the event character data DT1 related to the event characters set in the event deck.

[0073] The main character data DT3 consists of various information about the main character who is trained in the training part. The main character data DT3 includes basic information about the main character, such as the name, position, dominant hand, batting form, and pitching form, as well as information about the remaining experience points that the main character has acquired and accumulated as the game progresses, information about the evaluation score of the event characters relative to the main character, and information about the main character's current basic abilities and special abilities. The main character data DT3 is updated each time the scenario in the training part progresses.

[0074] The held item data DT4a is made up of information about game items that can be used in the training part, and includes information about the types and number of game items that the user owns in the game.

[0075] The used item data DT4b includes information on items used in the selected scenario. The used item data DT4b includes the type and number of game items selected when entering the main character's basic information, and information on whether the selected game items have already been used.

[0076] The game situation data DT5 also includes information about the situation in the scenario that is necessary for progressing through the game, such as the current section number and the current turn number.

[0077] Furthermore, the game control unit 120 performs control necessary for the user to play the game on the game device 10. The functions of the game control unit 120 are realized by the CPU 101 executing a game program stored in the storage device 107. In this embodiment, the game control unit 120 includes an experience point management unit 1201, a manual allocation unit 1202, an automatic allocation unit 1203, and a refund unit 1204, and as described with reference to Figures 6 to 8, by allocating experience points to basic abilities and special abilities, the ability value of the corresponding basic ability or whether or not a special ability has been acquired is changed. In this embodiment, experience points correspond to accumulated points as referred to in the present invention, abilities constituting basic abilities and special abilities correspond to items as referred to in the present invention, and ability values ​​of basic abilities and whether or not special abilities have been acquired correspond to parameters as referred to in the present invention. Furthermore, the experience point management unit 1201 functions as accumulation means as referred to in the present invention, and the manual allocation unit 1202 and the automatic allocation unit 1203 function as allocation means as referred to in the present invention. The game system 1 and the game device 10 then execute a game that includes varying parameters of multiple items associated with a character.

[0078] The experience point management unit 1201 executes an accumulation process that accumulates experience points acquired as the game progresses in the main character data DT3. The experience point management unit 1201 reads out the experience points accumulated in the main character data DT3, and displays them in the display area A501 of the practice screen G500 shown in Fig. 5, and in the display area A603 of the initial state setting screens G600 and G800 shown in Fig. 6 and 8. Furthermore, when the confirm button B618 is operated after experience points have been allocated by the manual allocation unit 1201 or the automatic allocation unit 1203, the experience point management unit 1201 confirms the consumption of experience points and subtracts them from the experience points accumulated in the main character data DT3, thereby updating the experience points of the main character data DT3.

[0079] The manual allocation unit 1202 executes a manual allocation process in which the user allocates experience points to basic abilities or special abilities selected by the user within the range of experience points displayed in the display area A603 of the setting screens G600 and G800, thereby increasing the ability value of the basic abilities or acquiring special abilities. As the manual allocation process is executed, the manual allocation unit 1202 updates the display in the display area A602 and the display area A603 of the setting screens G600 and G800.

[0080] The automatic allocation unit 1203 executes an automatic allocation process to increase the ability value of a basic ability or acquire a special ability by allocating experience points to basic abilities or special abilities selected according to predetermined rules within the range of experience points displayed in the display area A603 of the setting screens G600 and G800. The automatic allocation unit 1203 updates the display of the display area A602 and display area A603 of the setting screens G600 and G800 as the automatic allocation process is executed. Furthermore, when the automatic allocation process is executed, the automatic allocation unit 1203 notifies the result of the experience points allocated by the automatic allocation process.

[0081] The refund unit 1204 cancels the allocation of experience points and executes a refund process to return used experience points to an unused state in accordance with the operation of the button B614 displayed on the setting screen G600, G800. In conjunction with the execution of the refund process, the refund unit 1204 updates the display of the display area A602 and the display area A603 of the setting screen G600, G800.

[0082] [3. Processing flow in the game system] The flow of processing in the game device 10 according to this embodiment will be described below. 11 is a flowchart showing an example of processing executed by the game device 10 according to this embodiment. The processing described below is realized by the CPU 101 reading a game program stored in the storage device 107 into the RAM 103 and executing this game program.

[0083] The flowchart in Figure 11 is executed when a user operation is performed while the "Ability Improvement" option P410 is selected on the main screen G400 shown in Figure 4 and the "Ability Improvement" mode is in effect, i.e., while the setting screens G600 and G800 illustrated in Figures 6 to 8 are displayed. In step S100, the game control unit 120 determines whether the user operation is a manual allocation instruction operation, specifically, whether the user operation is an operation of the button B613. If it is a manual allocation instruction operation, the process proceeds to step S102, and if it is not a manual allocation instruction operation, the process proceeds to step S104.

[0084] In step S102, the manual allocation unit 1202 of the game control unit 120 executes a manual allocation process. Specifically, the manual allocation unit 1202 allocates a single amount of experience points to the basic ability or special ability corresponding to the operated button B613, thereby increasing the ability value of the basic ability or acquiring the special ability. In addition, the manual allocation unit 1202 updates the display of the display area A602 and display area A603 of the setting screens G600 and G800 in conjunction with the execution of the manual allocation process. Thereafter, the process returns to step S100. Note that, as described above, the allocation of experience points is not confirmed until the confirm button B618 is operated.

[0085] In step S104, the game control unit 120 determines whether the user operation is an operation to instruct automatic allocation, specifically, whether the user operation is an operation of the automatic button B617. If it is an operation to instruct automatic allocation, the process proceeds to step S106, and if it is not an operation to instruct automatic allocation, the process proceeds to step S108.

[0086] In step S106, the automatic allocation unit 1203 of the game control unit 120 executes an automatic allocation process. Details of the automatic allocation process will be described later, but the automatic allocation unit 1203 increases the ability value of a basic ability or acquires a special ability by allocating experience points to the basic ability or special ability selected according to predetermined rules. Thereafter, the process returns to step S100. Note that, as described above, the allocation of experience points is not confirmed until the Confirm button B618 is operated.

[0087] In step S108, the game control unit 120 determines whether the user operation is an operation of the back button B615. If the user operation is an operation of the back button B615, the process proceeds to step S110, and if the user operation is not an operation of the back button B615, the process proceeds to step S112.

[0088] In step S110, the game control unit 120 executes return processing. Specifically, if experience points have been allocated at the time the back button B615 is operated, the game control unit 120 cancels all of the experience points allocated at that time, returns the used experience points to an unused state, i.e., returns to the initial state, returns to the main screen G400, and exits this flowchart.

[0089] In step S112, the game control unit 120 determines whether the user operation is a redemption instruction operation, specifically, whether the user operation is an operation of the button B614. If it is a redemption instruction operation, the process proceeds to step S114, and if it is not a redemption instruction operation, the process proceeds to step S116.

[0090] In step S114, the refund unit 1204 of the game control unit 120 executes a refund process. Specifically, the refund unit 1204 cancels a single allocation of experience points for the basic ability or special ability corresponding to the operated button B614, and returns the experience points used in that single allocation to an unused state. In addition, the refund unit 1204 updates the display of the display area A602 and display area A603 of the setting screens G600 and G800 in conjunction with the execution of the refund process. A refund is possible regardless of whether the allocation was performed by the manual allocation process in step S102 or the automatic allocation process in step S106. Thereafter, the process returns to step S100.

[0091] In step S116, the game control unit 120 determines whether the user operation is an operation of the reset button B616. If the user operation is an operation of the reset button B616, the process proceeds to step S118, and if the user operation is not an operation of the reset button B616, the process proceeds to step S120.

[0092] In step S118, the game control unit 120 executes a reset process. Specifically, the game control unit 120 cancels all the experience points allocated at the time the reset button B616 was operated, and returns the used experience points to an unused state, i.e., returns to the initial state. Then, the process returns to step S100.

[0093] In step S120, the game control unit 120 determines whether the user operation is an operation of the Confirm button B618. If the user operation is an operation of the Confirm button B618, the process proceeds to step S122, and if the user operation is not an operation of the Confirm button B618, the process returns to step S100.

[0094] In step S122, the game control unit 120 executes a confirmation process. Specifically, the game control unit 120 confirms the allocation of experience points at the time the Confirm button B618 was operated, returns to the main screen G400, and exits this flowchart. In addition, the experience point management unit 1201 of the game control unit 120 confirms the consumption of experience points and subtracts them from the experience points accumulated in the main character data DT3, thereby updating the experience points of the main character data DT3.

[0095] Next, the automatic allocation process in step S106 will be described in detail with reference to FIGS. 12(a) and 12(b) are flowcharts showing an example of the automatic allocation process in step S106. 12(a), in step S200, the automatic allocation unit 1203 determines whether or not the game items selected before the start of the scenario include an item that allows automatic allocation. If an item that allows automatic allocation is not included, the process proceeds to step S202, and if an item that allows automatic allocation is included, the process proceeds to step S204.

[0096] In step S202, the automatic allocation unit 1203 displays a message to notify the user that the automatic allocation process cannot be executed. At this time, the message may also be displayed to notify the user that an automatic allocation permission item is required to enable the automatic allocation process. After that, the flow chart is exited.

[0097] In step S204, the automatic allocation unit 1203 superimposes a confirmation screen G1300 on the setting screens G600 and G800 to confirm that automatic allocation will be performed, as shown in Fig. 13. Note that the confirmation screen G1300 may also notify the user that experience points can be refunded or reset even after the automatic allocation process.

[0098] In step S206, the automatic allocation unit 1203 determines whether or not "Yes" has been selected on the confirmation screen G1300. If "Yes" has been selected, the process proceeds to step S208, and if "No" has been selected, the process exits this flowchart.

[0099] In step S208, the automatic allocation unit 1203 performs automatic allocation. In automatic allocation, first, the abilities to be allocated (abilities that make up basic abilities and special abilities) are determined. Abilities that cannot be allocated experience points, displayed in display area A603, are excluded from the allocation targets. In other words, abilities to be allocated are abilities that are candidates for allocating experience points in automatic allocation. As described above, basic abilities and special abilities whose ability values ​​cannot be increased or acquired due to insufficient experience points, basic abilities whose ability values ​​have already reached the upper limit, and special abilities that have already been acquired are excluded from the allocation targets.

[0100] Then, within the range of experience points displayed in the display area A603, experience points are allocated so that the player evaluation of the main character is higher. Evaluation values ​​are set for each ability that makes up the basic abilities and special abilities, and the sum of these values ​​is the player evaluation. By increasing the player evaluation of the main character, it is possible to train him into a high-ranking player. Here, in order to allocate experience points so that a player's evaluation is higher, an index called "evaluation efficiency" is used. Evaluation efficiency is the evaluation value of a certain ability divided by the experience points required to improve that ability. In other words, evaluation efficiency is an index that shows how easily an evaluation value can be increased with respect to experience points.

[0101] For special abilities, a single rating value is set for each ability. For example, if the rating value of special ability A is 80 and the experience points required to acquire special ability A are 100, the rating efficiency is 0.80.

[0102] On the other hand, for basic abilities, the evaluation efficiency varies depending on the range of the ability value, even for the same ability. For basic abilities, the evaluation value increases as the ability value increases, but this does not necessarily mean that the evaluation value increases with each increase in ability value. There are thresholds for the evaluation value. For example, for "running ability," the evaluation value increases when the ability value reaches 5, 15, 25, 30, 35, 45, etc. (In other words, the evaluation value remains the same for a "running ability" ability value of 35 and 44.) Furthermore, the way the evaluation value increases at each threshold and the amount of experience points required to increase the ability value by 1 also vary depending on the range of the ability value. Therefore, the evaluation efficiency varies depending on the range of the ability value, resulting in a mixture of high and low evaluation efficiency ranges. For example, for "running ability," the evaluation efficiency varies depending on the ability value range, such as 5 to 14, 15 to 24, 25 to 29, 30 to 34, and 35 to 44.

[0103] By utilizing such evaluation efficiency, experience points can be allocated among the basic abilities and special abilities to be allocated in order of, for example, the ability with the highest evaluation efficiency, so that the player evaluation of the main character will be higher.

[0104] FIG. 12(b) shows an example of the automatic allocation in step S208. In step S2081, the automatic allocation unit 1203 determines the abilities to be allocated (abilities that make up the basic abilities and special abilities) as described above. The abilities to be allocated are those that are candidates for allocating experience points through automatic allocation, and basic abilities and special abilities whose ability values ​​cannot be increased or cannot be acquired due to a lack of experience points, basic abilities whose ability values ​​have already reached the upper limit, and special abilities that have already been acquired are excluded from the allocation targets. In step S2082, the automatic allocation unit 1203 identifies the ability with the highest assessment efficiency from among the abilities to be allocated. In step S2083, the automatic allocation unit 1203 allocates one experience point to the ability identified in step S2082. In step S2084, the automatic allocation unit 1203 determines whether a termination condition has been met. For example, the termination condition may be when the experience points displayed in the display area A603 have been used up, that is, when there are no experience points remaining to allocate a single amount to any ability. If the termination condition is not met in step S2084, the process returns to step S2081. Since allocating experience points in step S2083 may result in an increase in abilities that are no longer eligible for allocation, the process of step S2081 must be performed each time (for each allocation of experience points). Furthermore, since allocating experience points in step S2083 may result in an increase in abilities that are no longer eligible for allocation, and since the same basic ability has different assessment efficiencies depending on the range of ability values, allocating experience points in step S2083 may result in a change in the ability with the highest assessment efficiency, the process of step S2082 must be performed each time (for each allocation of experience points). On the other hand, if the termination condition is met in step S2084, the process exits from this flowchart.

[0105] As described above, the predetermined rule in the automatic allocation process is to select the ability to which experience points are allocated based on assessment efficiency, but other rules may also be included. For example, a priority ability may be set. In this case, experience points are first allocated to acquire the priority ability regardless of evaluation efficiency. After the priority ability is acquired, experience points are allocated to abilities with higher evaluation efficiency. When playing a game, a fielder needs a certain level of batting ability. Therefore, experience points are allocated preferentially to the basic ability "meet" and the basic ability "power" until a predetermined evaluation value is reached. Similarly, a pitcher needs a certain level of control and pitch speed. Therefore, experience points are allocated preferentially to the basic ability "pitch speed" and the basic ability "control" until a predetermined evaluation value is reached. A game may be played during the training part (the fourth section of the scenario), and the results of the game will affect subsequent training. In a game during the training part, the main character's current abilities (the main character being trained) are used. Therefore, it is preferable to prioritize improving abilities that are more effective in a game early in the training part.

[0106] In addition, in the automatic allocation process, the experience points displayed in the display area A603 are used up, but experience points may be automatically allocated up to a predetermined upper limit. By setting an upper limit for experience points, the player evaluation of the main character is automatically increased to a certain extent, and thereafter, the user can have fun improving the abilities of the main character to suit their preferences.

[0107] Furthermore, the automatic allocation process may be configured to allow the user to specify an allocation policy. In this embodiment, when developing a main character as a pitcher, as shown in FIG. 14, a screen G1400 is displayed superimposed on the setting screens G600 and G800 to allow the user to select whether or not to prioritize "stamina." If the player aims to be a starting pitcher, emphasis is placed on "stamina" and the "stamina" ability is increased as a priority, whereas if the player aims to be a closer, emphasis is placed on "stamina" and other abilities are increased. By allowing the user to specify an allocation policy in this way, the automatic allocation process can reflect the user's intended policy.

[0108] In this embodiment, sub-positions can be acquired by consuming experience points, just like basic abilities and special abilities. By acquiring a sub-position, the main character can take on a defensive position other than his / her aptitude. In the automatic allocation process, experience points are not allocated to acquiring a sub-position. In addition, when a sub-position is acquired by consuming experience points, "ability improvement in sub-position" is added as one of the special abilities. This special ability "ability improvement in sub-position" may be acquired through the automatic allocation process.

[0109] Returning to the explanation of FIG. 12(a), in step S210, the automatic allocation unit 1203 displays a screen to notify the user of the results of the experience point allocation by the automatic allocation process. For example, if experience points are allocated to both basic abilities and special abilities, as shown in FIG. 15, a screen G1500 indicating that the experience points have been allocated to "basic abilities" and "special abilities" is superimposed on the setting screens G600 and G800. Note that in the case of a pitcher, "basic abilities," "curveballs," and "special abilities" may be displayed. Furthermore, if no experience points could be allocated by the automatic allocation process due to a lack of experience points or the like, a screen G1501 indicating that no allocation has been made is superimposed on the setting screens G600 and G800.

[0110] As described above, manual allocation processing and automatic allocation processing can be selectively executed, and the state in which experience points are allocated by either the manual allocation processing or the automatic allocation processing can be maintained while the other allocation processing is executed. For example, when the manual allocation process of step S102 is executed, the display in display area A603 is updated so that the experience points used for allocation are subtracted, and in step S106, the automatic allocation process can be executed within the range of experience points displayed in display area A603. Also, when the automatic allocation process of step S106 is executed, the display in display area A603 is updated so that the experience points used for allocation are subtracted, and in step S102, the manual allocation process can be executed within the range of experience points displayed in display area A603. Furthermore, regardless of whether allocation was performed by the manual allocation process of step S102 or the automatic allocation process of step S106, the redemption process of step S114 can be executed, and from the redemption state, the manual allocation process of step S102 or the automatic allocation process of step S106 can also be executed. In this way, the manual allocation process allows experience points to be allocated in a manner that reflects the user's intended strategy, thereby improving the appeal of the game. Furthermore, the automatic allocation process allows experience points to be easily allocated, for example, when a beginner player of the game allocates experience points or when the player wants to quickly develop a main character, thereby improving the appeal of the game. Furthermore, by making it possible to execute a combination of the manual allocation process and the automatic allocation process, the ability of the main character can be easily improved while reflecting the user's intended strategy, thereby improving the appeal of the game.

[0111] [4. Modifications] Although the embodiments of the present invention have been described in detail with reference to the drawings, the specific configuration is not limited to the above-described embodiments and can be modified as appropriate within the scope of the present invention. In the above-described embodiment, the experience points, which correspond to the accumulated points in the present invention, are divided into multiple types ("strength," "agility," "technique," "curveball," and "spirit"), but the number of types is not limited, and they may not be divided into multiple types.

[0112] In addition, in the above-described embodiment, an example was described in which the automatic button B617 is always displayed, and if the game items selected before the scenario starts include an item that allows automatic allocation, the automatic button B617 becomes active; however, if an item that allows automatic allocation is not included, the automatic button B617 itself may not be displayed.

[0113] Furthermore, the automatic allocation process is not limited to the rules described in the embodiment, and other rules may be changed or added. For example, a target player may be designated, and the abilities of the player may be improved to approach those of the designated target player. In this case, even if there are excess experience points, the ability values ​​of the target player's basic abilities may not be exceeded, and special abilities that the target player does not have may not be acquired.

[0114] Furthermore, in the above-described embodiment, when the user is notified of the results of experience point allocation by the automatic allocation process, only "basic ability" and "special ability" (for a pitcher, "basic ability," "curveball," and "special ability") are notified, but more detailed information may be notified. For example, in the display areas A604 and A801 ​​of the setting screens G600 and G800, the abilities to which experience points have been allocated by the automatic allocation process may be displayed in a different color or other way to make them stand out.

[0115] 11 and 12 are described as being performed on the game device 10 side, but all or part of the processing may be performed on the server device 30 side. Also, all or part of the processing of the data stored in the data storage unit 1071 may be held on the server device 30 side, and the game device 10 may realize the above processing while communicating with the server device 30.

[0116] In the above embodiment, the training part in a baseball game was described, but it may be a sport other than baseball, or it may be a training part in a game related to academics. For example, when training through sports in general, the content of the practice options may be changed to types such as "baseball," "soccer," "volleyball," etc., and when training through academics, options such as "Japanese," "English," and "math" may be used. Furthermore, the present invention is not limited to games in which characters are trained, but can be applied to any game in which points acquired as the game progresses are accumulated as accumulated points, and the accumulated points are allocated to one of a number of items of the character to change the parameters of the corresponding item.

[0117] [5. Notes] The present invention can be understood, for example, as follows. (1) A program according to one aspect of the present invention is a program for controlling a game that includes varying the parameters of multiple items associated with a character, and causes a computer to execute an accumulation process that accumulates points earned as the game progresses as accumulated points, and an allocation process that varies the parameters of the corresponding item by allocating the accumulated points to one of the character's multiple items.The allocation process can selectively be executed between a manual allocation process (step S102) that allocates the accumulated points to an item arbitrarily selected by the user from the character's multiple items, thereby varying the parameters of the item, and an automatic allocation process (step S106) that allocates the accumulated points to an item selected from the character's multiple items according to predetermined rules, thereby varying the parameters of the item.The program is characterized in that the accumulated points can be allocated to items by either the manual allocation process or the automatic allocation process while the other allocation process can be executed.

[0118] (7) A game control method according to one embodiment of the present invention is a game control method for controlling a game that includes varying parameters of multiple items associated with a character, and includes an accumulation step of accumulating points acquired as the game progresses as accumulated points, and an allocation step of allocating the accumulated points to one of the character's multiple items to vary the parameters of the corresponding item, wherein the allocation step is capable of selectively executing a manual allocation process (step S102) in which the accumulated points are allocated to an item arbitrarily selected by the user from the character's multiple items to vary the parameters of the item, and an automatic allocation process (step S106) in which the accumulated points are allocated to an item selected from the character's multiple items according to predetermined rules to vary the parameters of the item, and is characterized in that the manual allocation process or the automatic allocation process can be executed while maintaining the accumulated points allocated to items by one of the allocation processes.

[0119] (8) A game device according to one aspect of the present invention is a game device that executes a game that includes varying the parameters of multiple items associated with a character, and is equipped with an accumulation means (1201) that accumulates points acquired as the game progresses as accumulated points, and an allocation means (1202, 1203) that allocates the accumulated points to one of the multiple items of the character, thereby varying the parameters of the corresponding item, wherein the allocation means is capable of selectively executing a manual allocation process (step S102) that allocates the accumulated points to an item arbitrarily selected by the user from among the multiple items of the character, thereby varying the parameters of the item, and an automatic allocation process (step S106) that allocates the accumulated points to an item selected from the multiple items of the character in accordance with predetermined rules, thereby varying the parameters of the item, and is characterized in that the allocation process can be executed while maintaining the accumulated points allocated to items by either the manual allocation process or the automatic allocation process.

[0120] (9) A game system according to one embodiment of the present invention is a game system that executes a game that includes varying the parameters of multiple items associated with a character, and is equipped with an accumulation means (1201) that accumulates points acquired as the game progresses as accumulated points, and an allocation means (1202, 1203) that allocates the accumulated points to one of the multiple items of the character, thereby varying the parameters of the corresponding item. The allocation means is capable of selectively executing a manual allocation process (step S102) that allocates the accumulated points to an item arbitrarily selected by the user from among the multiple items of the character, thereby varying the parameters of the item, and an automatic allocation process (step S106) that allocates the accumulated points to an item selected from the multiple items of the character according to predetermined rules, thereby varying the parameters of the item. The game system is characterized in that the accumulated points are allocated to items by either the manual allocation process or the automatic allocation process, while maintaining the other allocation process.

[0121] According to the above aspects (1), (7), (8), or (9), the manual allocation process allows the parameters of multiple items of a character to be varied in accordance with the user's intended strategy. For example, if the parameters represent the character's abilities, it becomes possible to enhance the abilities selected by the user. Furthermore, the automatic allocation process allows the parameters of multiple items of a character to be easily varied. For example, if the parameters represent the character's abilities, it becomes possible to easily enhance the character's abilities in accordance with predetermined rules. Furthermore, by combining the automatic allocation process and the manual allocation process, the parameters of multiple items of a character can be easily varied while reflecting the user's intended strategy, thereby improving the appeal of the game.

[0122] (2) In one aspect of the present invention, in the above aspect (1), the automatic allocation process is executable when certain conditions are met. According to the above aspect (2), by imposing restrictions on the execution of the automatic allocation process, it is possible to improve the appeal of the game.

[0123] (3) In one aspect of the present invention, in the above aspects (1) or (2), an assessment value is set for each item, and the predetermined rules include rules for selecting the items to which the accumulated points are to be allocated based on an index representing the ease of increasing the assessment value for the accumulated points. According to the above aspect (3), in the automatic allocation process, accumulated points can be allocated so that the character's assessment, which is expressed as the sum of the assessment values ​​for each item, becomes higher.

[0124] (4) In one aspect of the present invention, in any one of the above aspects (1) to (3), the user is allowed to specify an allocation policy in the automatic allocation process. According to the above aspect (4), the automatic allocation process can reflect the user's intended policy.

[0125] (5) In one aspect of the present invention, in any one of the above aspects (1) to (4), accumulated points are divided into multiple types, and the accumulated points required to vary parameters are determined for each item and type. According to the above aspect (5), the accumulated points can be allocated in a variety of ways, which can improve the entertainment value of the game.

[0126] (6) In one aspect of the present invention, in any one of the above aspects (1) to (5), the computer is configured to execute a process of notifying the result of the allocation of the accumulated points by the automatic allocation process. According to the above aspect (6), the user can check the result of the accumulation points allocated by the automatic allocation process. [Explanation of symbols]

[0127] 1: Game system, 10: Game device, 20: Network, 30: Server device, 101, 301: CPU, 102, 302: ROM, 103, 303: RAM, 104, 304: Communication unit, 105: Operation unit, 106: Display unit, 107, 305: Storage device, 1071: Data storage unit, 120: Game control unit, 1201: Experience point management unit, 1202: Manual allocation unit, 1203: Automatic allocation unit, 1204: Refund unit

Claims

1. A program for controlling a game in which a character is raised by changing or setting multiple parameters associated with the character, The accumulation process stores points earned as the game progresses as accumulated points, The computer is instructed to perform an allocation process that changes or sets a parameter by assigning the accumulated points to one of the character's multiple parameters. The aforementioned allocation process is, A manual allocation process is performed to change or set a parameter by assigning the accumulated points to a parameter of the character that the user has arbitrarily selected from among several parameters of the character. The automatic allocation process involves assigning the accumulated points to a parameter selected by the user to bring it closer to the parameter of a target chosen by the user from among the character's multiple parameters, thereby changing or setting that parameter. Make it possible to selectively execute A program characterized by the following features.

2. A game control method for controlling a game in which a character is raised by changing or setting a plurality of parameters associated with the character, The game progresses through a series of steps, where points earned are accumulated as points, and The aforementioned accumulated points are allocated to one of the character's multiple parameters in an allocation step, thereby changing or setting the parameter; Execute, In the aforementioned allocation step, A manual allocation process is performed to change or set a parameter by assigning the accumulated points to a parameter of the character that the user has arbitrarily selected from among several parameters of the character. The system allows for the selective execution of an automatic allocation process that modifies or sets a parameter by allocating the accumulated points to a parameter selected by the user from among the character's multiple parameters in a way that brings it closer to the parameter of a target chosen by the user. A game control method characterized by the following:

3. A game device that runs a game in which a character is raised by changing or setting a plurality of parameters associated with the character, A means of accumulating points that are earned as the game progresses, The aforementioned accumulated points are allocated to one of the character's multiple parameters, thereby changing or setting the parameter; Includes, The aforementioned allocation means is, A manual allocation process is performed to change or set a parameter by assigning the accumulated points to a parameter of the character that the user has arbitrarily selected from among several parameters of the character. The system allows for the selective execution of an automatic allocation process that modifies or sets a parameter by allocating the accumulated points to a parameter selected by the user from among the character's multiple parameters in a way that brings it closer to the parameter of a target chosen by the user. A game device characterized by the following features.

4. A game system that runs a game in which a character is raised by changing or setting a plurality of parameters associated with the character, A means of accumulating points that are earned as the game progresses, The aforementioned accumulated points are allocated to one of the character's multiple parameters, thereby changing or setting the parameter; Includes, The aforementioned allocation means is, A manual allocation process is performed to change or set a parameter by assigning the accumulated points to a parameter of the character that the user has arbitrarily selected from among several parameters of the character. The system allows for the selective execution of an automatic allocation process that modifies or sets a parameter by allocating the accumulated points to a parameter selected by the user from among the character's multiple parameters in a way that brings it closer to the parameter of a target chosen by the user. A game system characterized by the following features.